#udon-showoff
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VRChat can connect to a single MIDI device and receive events from it, piping them through to your Udon Programs. To get started with Midi in your scene, add a VRC Midi Listener component to one of your GameObjects. This Component informs VRChat that you want to receive Midi events, and starts up th...
though I hear OSC is coming to udon at some point as well
update to the system I'm making, added a spawnable crafting item. In the example i use it to both refill an empty cup, and shake together a drink https://twitter.com/heroesnfools/status/1508605813904007170
Another update to the RPG system, I added a new crafting item, the Item_Mixer! Here I'm showing a use with a refillable glass, and mixing up some rum and coke. The Item_Mixer can also be used for mixing up food, combining items for a relic, or general crafting
One afternoon's progress on Mario Galaxy style gravity in U#. Need to implement turning, fix multiplayer sync, and tweak the jumping, but that's fantastic progress for just having started today. 😋
Multiplayer will probably be your biggest hurdle, so I would start with that next instead of delving to deep into other systems before realizing it wont work later. Other than that great work!
Thanks ^^
The player is riding a round in a station
So my thought is, if I just instantiate a local copy of that station when a player enters the gravity mode, maybe the player's position and rotation will sync but not the station??
I need to do a lot of testing
look at the skating world / surfing worlds (this is open on github) if you want to see synced stations doing wacky things
oh wow that's amazing
There's a written tutorial on VRCLibrary, on 'how to make players walk on walls' (made by CyanLaser I believe) that will probably be useful: https://vrclibrary.com/wiki/books/repositioning-remote-players
You can immobilize the player's station for everyone but the local player. so for everyone else, the player will be locked to the location of the station, but will keep their tracking. Then you can just have a variable to move the player's station around according, to match them up where they are locally
That guide shows something meant more for making it look like you are walking on walls, but overall is an illusion. Creating your own player controller by locking players on stations is probably a better system that doesn’t involve needing an object pool for syncing. Although I’m glad I read this conversation as I had not even considered spawning a station locally for some other mechanic I wanted to try. 
Edit: Just tested. You can instantiate a station locally and use it. Although, I found that you need to rename the object before spawning it to something unique, or else only one person can sit in it at a time. In my test, I just added the local player's id to the gameobject name before spawning and that was enough. Not sure if doing this without spawning would have the same result.
Can it still handle rotation for remote players if they aren't in a station on your client?
Yes, NetIK handles all that for you thankfully
Oh neat.
Very
I can see this as being the new base for any locomotion replacements. I already have one idea, but need more time to actually build it.
I'm curious how adding velocity to the player will affect it too.
Now if only teleporting didn't force exit players from stations in SDK3
Though I suppose if this is an immobile station technique teleporting doesn't matter too much
Yeah, this is immobile technique, so you just move the station where you need it. No more teleport hacks.
Though this would remove avatar locomotion animations right?
Could still potentially create a replacement controller if the players velocity can still be read while immobile
Most likely, but you can still set the player's velocity while in a station. It may not treat them as grounded though.
Still an unfortunate amount of technical debt for something that would allow for so many great things if supported natively 😔
Hopefully one day 😔
Impact and scrape differentiation and effects https://cdn.discordapp.com/attachments/659854844789784587/957983184224673814/Unity_OTOiihpRHu.mp4
Is there a way to make the stationed players play walking animations while the station is moving?
I haven't read the "walking on walls" thing yet, so maybe it's in there
station animators
for animations on stations to work with 3.0 avatars, you also need to import VRCSDK3A.dll and VRCSDK3A-Editor.dll from avatars3.0 SDK to your world project
first time making a vrcworld, making a new home world
Damn looks good
thankssss
@versed dove I’d recommend using terrain blending for the hills in the back. It’ll give you a much more realistic look. On another note, you’ve posted this in the wrong channel. “Udon-Showoff” is a channel to show off Udon code 👨💻 .
Just released our submission for Joke Jam, so proud of the team who worked hard on this!! 💜 https://twitter.com/Oli__VR/status/1509944430228291587 https://hoizen.itch.io/herding-cats
So proud to present our VRChat JokeJam 2022 Project: Herding Cats! 💜
Your objective is to herd all the cats into the corral. You win when all cats are in the corral at the same time.
Enjoy!
#HerdingCatsVRC #MadeWithVRChat @VRChat #VRChat
A few weeks back I made a little planets world that uses variable gravity utilizing stations. Basically you can move around the world sitting on a ball or jump to the moon and travel around it also. https://vrchat.com/home/launch?worldId=wrld_882b0b28-1c9c-4d7e-a1c8-bab593dd4f9e
Looks great! You using default unity terrain or another tool?
thank youuu! and sorry ahaha
default unity terrain
Quick question over this, so you are using a station to create a sudo-playercontroller correct? I would assume that you are getting the players input, and using a immobilize layer yes?
Yes, exactly
Well, the station simply immobilizes the player, and the ability to exit is disabled
I am trying to recreate that first isle on Good Egg Galaxy and am going to be doing something really similar lol.
I was thinking we could go the same path as Nintendo on how to handle gravity using triggers, and tell the sudo-locomotion controller how to handle itself in each enviornment
That's the approach I changed to. I have recoded pretty much everything since that video
Oh geez, I am super interested on what you have figured out, you mind if we moved to DMs?
Sure thing!
Pac-Bear?
ayo what
The image above looks like Pacman with five nights at Freddy sprites
How is that not pacman. It's the jail the ghosts go to after you eat them
After a seemingly infinite amount of work, I finally released my latest escape room to the public! Cast magic and solve puzzles to make new discoveries as you progress! I wish you all luck in,
Idris' Discovery
https://vrchat.com/home/launch?worldId=wrld_dc83aa3a-cf59-49f6-ab75-70b784536865
Idris is tracking down a new lead involving the whereabouts of a long lost temple. Cast magic and solve puzzles to help Idris make the discovery she has always dreamed of.
This is a 3-5 hour VRChat Escape Room best played with 2-4 people.
There are some challenging puzzles to be solved and some interesting discoveries to be made in my latest VRC...
I want to say a big thank you to the folks in #udon-general for helping me with my first game world! It's a Yes/No question world for 2 players and up. Learned LOADS working on this project about udon and networking, and I'm looking forward to making my next one 🙂
I'm actually gonna have to check that out later
you go here, download prefab you like, read readme for installation instructions https://vrcprefabs.com/browse
https://github.com/VRCBilliards/vrcbce/releases/tag/v1.5.1 download and import the unity package, then place the prefab in your world
Thank you
Trying to remake a game where someone at random is chosen as a killer who shoots others at the table once the lights go out. It's up to everyone else to figure out from where the gunshot came from and vote for the killer to die.
(Not a final product. Chair count subject to change)
Love this idea
Do you like RP, Vampire: The Masquerade, or any combination thereof? Check out the newest GIB Games VRChat world: Dark Skylines, a Vampire LARP / RP world in VRChat, including a partion of the rules recreated in UDON! https://vrchat.com/home/world/wrld_e7396f79-da8f-4e3c-af72-9a2e5aa70319
breaking point 👀
yes
used to have an unhealthy obsession with that game, looks nice.
Hey all, here is an upcoming feature for desktop players, they have an option to enable a view movement mode which makes it easier to see where you are drifting. Still more fine tuning to do!
tidbits for the car used:
power lowered from 1500 hp to ~600 hp,
swapped tire compound out for older street tires
wow, that's pretty subtle of a change, but looks great! ^^
Forza Horizon had a similar feature added for drifting and it was a godsend, nice job!
is it public? lmk when/if u release i love the aesthetic
Fun testing out the cloth component in vrc 🙂
https://twitter.com/sequentialsnep/status/1515940165511880710?s=20&t=HuGhhflDMr4vIjVCLtyW7Q
Yasss got the cloth sim working in a vrc world.
(Button is to attach some invisible colliders to my paws) #VRChat
can anyone make a world that kicks you if your avatar exceeds the quest safety features?
That would be a #udon-general not showoff. But no. You can't detect avatar stats tmk.
https://youtu.be/7MYSpVeIERE
Hello guys,
It seems that my 'Neon Jam' game world is stuck in the lab, even though I had a lot of ideas for different tasks. I have a few more maps planned for it, I just don't know if it's worth doing if it's going to stay there forever.
I don't know how to get it out of there if it's already so far down the road chronologically.
It was watched and played by a lot of people in the beginning, but only as long as it was in the first few pages 😦
A cosy place with an obstacle course․
Be smart‚ be fastǃ Be the firstǃ
Public link:
https://vrchat.com/home/launch?worldId=wrld_183df6cd-7f90-45c7-bab2-c17d7be7406b
Portfolio site: https://aideko.hu/
Looks like a fun speedrunning world!
It's got high enough stats that the world should have gotten out by now. From my experience, it should have taken less than a week at those numbers, assuming the majority of them was when it was in the labs tab. That being said, you probably updated it a bunch while it was in the labs, which tanks it's ability to get out. It will get out eventually (had one take a full year), but personally I would re-release it. It will get a lot more traction once out of the labs, so just focus on that ^^
Interesting. I didn't know that they took longer to get out if you updated them more. Hmm.
Thanks for the info,
I did indeed update it 2x, hoping to move it up the list. Unfortunately that didn't happen. Maybe I made a mistake.
Do you prefer your toasted marshmallows crispy or boneless? I've been working on a really-roastable marshmallow asset in Udon - lightweight and using particles. I plan to release the asset and a world showcasing it soon!
Demo with sound on my Twitter: https://twitter.com/Tanuki_Art/status/1517407860401094657
Roastable Marshmallows in VRChat? Just be careful not to burn them. TanukiCampfire made in #VRChatUdon coming soon. Stay tuned!
#vrchat #udon #tanukiudon
Nice work! I made something similar a while back but haven't really bothered cleaning it up for releasing an asset.
You can check that one out here if you like: https://vrchat.com/home/world/wrld_58e7347e-cfcd-4f34-8169-5ba4b7047aa7
Hey there!
I finally got to updating my MIDI Piano world with elaborate networking support.
Now you can play the piano and have your friends listen to you live!
Using a local buffer, this map works around most of the issues other networked piano worlds seem to face.
Do not hesitate to give me feedback if you feel like something should change or be added :)
Check it out here: https://vrchat.com/home/world/wrld_3e366c81-9318-4455-a408-34fcfc976ee6
Good to know vr chat is getting bigger and more technical.
Still waiting till we get to ready player one.
Thank you so much for creating this! I have been working on my own MIDI world and have been trying to get networking effective, haha
Would you consider sharing more details about your methodology?
One issue I face with most worlds, is that for some reason my keyboard does not send MIDI OFF signals, but only MIDI VELOCITY 0. I was wondering if your world accounts for devices like this?
OOO I will give it a look!!! Thank you!!
Just finally released the marshmallow world
https://vrchat.com/home/launch?worldId=wrld_bd2fdd42-2b1e-41f8-836f-03e88494e914
Had fun playing around with the MIDI Piano! Sounds better than my actual keyboard lol
https://twitter.com/Tanuki_Art/status/1518452738945949698
@steel jacinth
The networking is incredible
because twitter's embed sucks: https://fxtwitter.com/Tanuki_Art/status/1518452738945949698
We just released a major update to AvatarImageReader, increasing the data density by 33% by encoding data into the alpha channel, adding multi avatar chaining and adding a new inspector for easier setup.
The new avatar chaining feature encodes avatar ids into a header in the image, which makes it possible to chain multiple avatars together to store more data. Since one avatar only stores the id for the next one, you also don't need to include this information in a build, and the amount of loadable data is (theoretically) infinite. With the new inspector you can now also modify text on a pedestal right from the editor and upload it directly, without any custom API tools. Upload from Editor should follow rules and guidelines set by VRChat for uploading Avatars.
https://github.com/Miner28/AvatarImageReader/tree/v2.0
love seeing weird applications, nice job!
😅 xD
I think I'm gonna have to implement this for a few things. Would be handy.
I'm just glad that some people like it! 🙂 It has been fun and pain both to work on it. And seeing it already used in some large worlds like Murder 4 or Among us is just incredible.
I made a very short escape room, it works both on pc and quest. I'll love every feedback https://vrchat.com/home/launch?worldId=wrld_cbf0098d-ae7f-4b59-94b4-9afc21d57a22
Hey guys! I just recently made a big project of mine open source! It is used to allow and disallow interactions of users. It is extremly advanced with resyncs for new player, adjustable signs above peoples heads based on their roles. Extremly advanced teleportations to get a bit of space between your diffrent level layouts to reduce chatter and several point and click animation activations for float and boolean values with some more advanced reset functionality for floats to be able to create actual state holding interactions between several buttons AND colliders because of course you can also get most of the things as colliders. It has a numberpad to get roles. Or a collider to automaticly assign a role for people who just entered. Several clubs and people who bought it on booth tested it thouroughly and now it is open source! https://github.com/zwei19/vrchat-roles-and-permissions/releases/tag/v1.0.0
Daytona USA world I'm working on! https://www.youtube.com/watch?v=gUbn0-Ba6gU
oh boy, it's so exciting! When can we play it?
That looks stunning; is it VR compatible too? Wonder what the HUD looks like in there :D
No idea when it’ll be public, but you can play it in this unfinished state through a portal in my Ridge Racer world. It’s in the settings menu
Yes, it works just fine in VR, the HUD is just attached to your head
Alex, things i did not expect for $800. Zone making a vrchat world of a functioning daytona usa map.
I'm awestruck
well, it's really hard to play in vr because button colliders are too big i guess, i reset my car 3 times in one race. still pretty funny tho
you accepting any donations cause that was amazing
Well, the map isn’t finished yet so things like that might happen. The controls in the car should automatically disable their colliders if your velocity is greater than like 10 kph though so not sure how you did that! I’ll have to double check if I also disabled the reset button collider
Thank you! You can always just throw me a few $ on Patreon or Twitch if you like! patreon.com/zone twitch.tv/zonesama don’t worry, they are SFW
👀
Press it once in start line and got teleported in pit-stop zone, next time accidentally pressed it when smack onto wall, and the last one where i tried to drift. To start without problems, you need to raise your hands above your head, then you are guaranteed not to press anything (thanks to the google translator for this magnificent translation)
The current reset button is still kinda a placeholder, so it’ll probably be somewhere else in the actual release but I’ll look into maybe adding a confirmation step or something. You shouldn’t be able to hit it while driving though unless you’re coming to a complete standstill.
i love the detail of dynamic dents on the car when you hit something, are those done through predefined shape keys or is that entirely procedural through a vertex shader or something?
They are just shape keys, there is one for front left, front right, back left, back right and then a big crash where the car flips over
https://vrch.at/w4ywwpan I swear i didnt make sparrow racing
where are you, sparrow racing league. but honestly, cool stuff
Are the racing physics at least close to accurate to the og or is it still unity style racing physics
It’s not using those terrible kart physics you’re used to. It’s built from scratch to be more like the original
Very nice!
It doesn't use wheel colliders at all actually
Hello everyone, my username is Plague810 so feel free to look me up to add me or check out my worlds and come hangout sometime. my most recent world is a word guessing game to play with your friends. It's my very first game world 😁
https://vrch.at/h8b6kr02
That feeling when the world is too empty so you decide to create friends in Udon
Thats freaking amazing!
They should make a survival world with hunger and thirst ui.
mr anderson
Goddammit can I ever escape the matrix references
Thanks to the amazing work of the AudioLink team, VibeInc now also works on Quest!
https://vrchat.com/home/world/wrld_a5e12310-5459-4a59-ab06-a731f735d298
Excuse me for asking... but where would I get audiolink 0.2.8 for avatars, and is it REALLY quest compatible?
It doesn't work for quest avatars yet afaik. Just in quest worlds.
The 0.2.8 should be releasing on the official github soon. The release candidate was just posted today, so it shouldn't be long.
First public version NetworkedEventCaller (NetCaller by short) has been released! 😅
https://github.com/Miner28/NetworkedEventCaller/releases
Prefab for Advanced users that improves SendCustomNetworkEvent a lot by allowing to send a event + data with it.. ||And abuses network a lot with Manual Sync||

REQUIRES newest BETA 1.0 version of UdonSharp!
Heavily edited private version can be found in my world for a few months now.. Recently decided to make it into prefab. 🙂
https://vrchat.com/home/world/wrld_42d023dc-1b2d-439a-b741-09113ca0e59a
Awesome. Been waiting for this.
Amazing, always wanted this feature! I know it is (maybe) coming into udon officially one day but this could be a great stopgap!
The blood moon was today
truly udon
Here is my first prefab! Boby's Kirby Locomotion:
A Locomotion Controller that allows Players to move like in the game "Kirby and The Forgotten Land." You can Float, Flap, and Exhale Air with up to 100 players in Sync!
Download Link (w/Preview GIF & Video): https://1drv.ms/u/s!At-eIpq8UHqQomurmJqMI-x7I43l?e=gEQUtM
Test and play with the settings here: https://vrchat.com/home/launch?worldId=wrld_d83b98ec-ac4e-4ac3-ab00-a3c556b1d25b
I'm glad to hear someone is interested in it 😅 I never published it until now because I never thought anyone would be interested in it.. 😅
It's very very specific prefab for extremely specific use cases 
@chilly stratus I don't understand what your script do...
also I never understand Udon network...
Do you have video or something ?
This prefab is for advanced UdonSharp users so yea.. What is in the GitHub in readme is all there is
I see
Have you benchmarked how bad the boxing of types is vs sending the data natively?
I can't imagine boxing would have too nasty of an impact but I'm also seeing a loooot of allocs. You could save massively on allocs by reusing some of those buffers
i did its nearly nothing
ye i saw that too, some data could def be reused
Yeah. Initial release. Really cool to see someone implement this kind of event queue though. Great work.
finally my floaties are behaving
#giveusfloaties
How does the floating physics work? Like a dampened spring? Looks pretty neat
yeah basically, the water has a trigger volume and I'm jusing that to figure out the lift. I'm literally about to full rework the physics though, because I've had a bunch of ideas while sat in work today. I'm thinking about making a Sea of Thieves like multiplayer gamemode for VRC.
if you'd like to have a go on the rings and the swiming (needs more work but it's public), here's a link:
https://vrchat.com/home/launch?worldId=wrld_f4280b4e-ee0a-4558-bf9e-809cc2d11785
Hmm, I'd possibly look into pid controllers, they will make the physics less bouncy
This video describes how to use PID controllers in Unity3D
Original blog post: https://vazgriz.com/621/pid-controllers/
Github: https://github.com/vazgriz/PID_Controller
itch.io: https://vazgriz.itch.io/pid-controllers
0:00 Intro
2:19 Implementation
4:43 Proportional Term
5:50 Derivative Term
9:16 Integral Term
11:57 Output
12:28 Rotating Syst...
Oh wow, thankyou very much!
I'm currently working on implementing that PID controller and adding buoyancy and ballast nodes:
the ship is a placeholder to help visualise things, I'm thinking to sink things I can just reduce the buoyancy of certain nodes too
Instead of trying to emulate it with a bunch of methods tied together, it may actually be easier to outright simulate buoyancy by checking for "volume displaced" (you could possibly simulate this with some depth info from cameras) as well as some dampening math
Though you may need to dig a bit into shaders if you want to go deep that end lol
The node method actually works WAY better than I expected
I work out the displacement based on the radius of the nodes
depending on how much they have displaced I increased lift
Pool full of rubber duckies
Small update here where I added some support for rigged 3D models like their gauges and lights. I had the chance of working on this donated model and car shader from KEI
|| Should've had initial D playing in the bg, would have been perfect. ||
Hold up
you made this?
thats pretty sick
I didn't make the model or car shader
yes
For now I just teach people how to start or solve the physics problems involved
i see
well if ure ever releasing it i wanna use it for a world
im a big sim racer guy
ah. I believe there are car systems coming out or are already out
yeah but lets say i like real cars
i meant realistic models
idk havent toyed around with it enough
very cool!!!!
H-hi
I tried 
Cool work as always, Techa. I love seeing finely tuned systems in VRChat; really shows off what the platform's capable of supporting.
Oh yes I wanted to jump in as soon as we were able to do scripting without wrangling hundreds and thousands of nodes just for math
Try listening to Heartbeat by Nathalie since my friend there did a flick to transfer momentum into the corner
That would've also been an awesome track to use, yeah! Love me some eurobeat
thats fucking sick
We got a black beluga, gotta represent😂
All credit goes to @hazy trout , I just did the shoddy audio mixing for the Eurobeat track, they're the real G here
IT'S WORKING, what a pain this was, buoyancy physics, turbulence, wave generated via code and synced.
And actually running at 140fps. there's so much work to do. But this really feels like a milestone, vrc sea of thieves here we come 😄
I am waiting for that 👁️
I'll try post occasional updates in here, it's a relatively big project. Once I've got sailing and cannons working I'll post a video 😄
wow, do avatars sway with the boat if they are on it?
yeah 😄 it's very smooth actually
wow, amazing.
can we eat a whole coconut like in sea of thieves? ;D
Really want to show your masterpiece to my friends, even in preview it's looks awesome
zyzzz is here
i guess it's fit better in #shameless-self-promotion or maybe #general-media channels
Has anyone programmed a bowling prefab that can be dropped in a world, I’m willing to buy one, I havent seen any on booth
I know some exist (if you search for bowling worlds), but I wouldnt know if they are for sale
Yah I cant find any assets from them for sale
if you learn a bit of udon, it wouldnt be too bad to make tbh
this is technically udon show off right
Meant to be for showing off stuff you've made with Udon, random videos of Udon worlds might not fit too well.
There's #vrchat-videos for that, after all.
wait a minute you posted there too!
double post.
yeah I seen it after@abstract talon
Random
Very early proof of concept of a pickup script not backed by rigid bodies, possibly allowing many pickupable objects in a scene without a large performance hit like rigidbodies may have at such a scale
This system comes with the downside of desktop users not reaching out their arms to hold the object
What if you made an invisible vrc pickup that desktop users hold while holding a pickup?
can someone help me im trying to make a avatar in unity
That would defeat the purpose of what I'm doing since the point is to avoid using rigidbodies, but VRC_Pickup requires a rigidbody component
How do i like make an image attach to my avatars hand? in unity
You would only have a single vrc pickup that teleports to the location of the new pickup and have the user click the vrc pickup to hold both of the pickups.
It would be local to each user.
Not sure on this but there might be a way to force a player to pick up a vrc pickup.
oh. True. I guess that would require some scene setup. I was hoping to go for a drag and drop kinda thing, but that's a good idea
The best way I could see it as a drag&drop is to have a prefab with the teleporting vrc pickup and have all the other pickups GameObject.Find(); the vrc pickup on Start.
But with a lot of pickups that might give a performance impact upon load.
if the scene is too complex and the user places it at the bottom of the list, then GameObject.Find could cause slowdowns on startup. Possibly even crash the behaviors
True, you could also manually add the reference to each behavior but it would be time consuming.
A remake of an indie classic, but for VR
Original Game by Paulina Pabis: https://gamejolt.com/games/eyes-the-horror-game/12275
took me a while, and it would not have been possible without some help from peeps in this server. So I wanna say thank you to those who helped me! You guys made this thing possible! :D
I only know that head from Mirrors Curse, never beat it because my friends would die to the face coming out of the cabinets
yall got actually good cars wHERE?
You'd have to talk to @hazy trout, all I did was edit the video
hello not just cars now
thats sick as fuck
@hazy trout nice
it's getting closer to how I want for non-vr controls, and I'll need to practice sim racing with these more to know the limits. Posted some videos in #vrchat-videos
Hope that someday it will be a road rash VR remake ||this is a road redemption wallpaper, but you get the point||
lol i put transform.lookat on my walls and I broke my brain
https://www.youtube.com/watch?v=lgmtrrINFRY&feature=youtu.be I made a DDR world with nothin' but Udon and UI (and some shaders for the background)
A new VRChat rhythm world created by ~Maru~. A Fully quest compatible VR Rhythm experience supporting keyboard, hand, and feet controls. Features music by ~Maru~, Static Panic, and more. In labs now!
Check out the world on VRChat: https://vrchat.com/home/world/wrld_5370a0f1-8a0b-4526-a901-6bf1cd160e20
Song featured: Fluid Funky Butter Sweet (S...
Moved away from using UDON to manipulate a mesh and sharing a Mesh filter instance, to now having a custom shader, there's a lot of missing visual elements to this water. BUT now getting around 300fps instead of 100, and the amount of detail in the water is multitudes higher. I was worried this wouldn't work, but things are looking good, now also benefitting from tessellation, I think this looks much closer to SOT water.
Hoping once I've got caustics, depth, crest foam and other bits this will look much much better.
This method still benefits from having a synced ocean and physics, so objects should interact with every little wave
Nice
That water looks fantastic. I hope it'll be distributed as an independent asset someday. Would definitely pay money for that.
Looks cool!
vertex shaders man, gotta love them
A little update of the visual, now with refraction, crests, foam, depth, and other types of shading. It's so difficult to let go of it and settle. But I think for now this is what the shader will look like.
Thankyou @dense steeple. Once I'm happy with stuff and made more progress I'll put this up somewhere 🙂
I have a patreon but there's no downloads on there yet, I can DM you if you'd like
Unfortunately I don't use patreon for personal reasons so it'd have to be through something else.
Daaamn that's looking great
that's a really cool idea
I think #vrchat-support is the place to ask that?
can't post there
I don't know how to change 'push to talk' mode to 'toggle to talk' on PC
open your menu, press this button, go to settings, "toggle voice"
Finally got a bit of the gameplay working, please excuse the mess of stations and incorrect materials... It's all very much a wip, but you can sail now!
You are so helpful
I saw you play with the PID controller not to long and ago and this looks pretty cool already. Will that be on the quest?
Just wondering how the performance for it would be.
To be completely, I'm super doubtful I could get this running on quest.
I can test it on quest once I've made more progress, I'll let you know.
I do have a good PC so I don't mind either way, but I would be curious how it performs on a Quest. For science.
I'll definitely try haha, I've been working on this every evening for 2 weeks now though, so I'm gonna take a break for a couple days and I'll see if I can run it at all on quest
Future QoL request: I would love to see some kind of indicator showing how far the wheel has been rotated. Would make mentally recognizing what direction it's turned much easier, especially since you can spin it more than 90deg either way.
@meager lodge this is oddly satisfying and chill
I think it'd be a great way to make customisable ambience for any world
how about tax evasion asmr? ;D
Also want to ask, is this world is published already?
It's still private but here's the link
Planning on changing and adding way more audio related stuffs
Here's the 1st look at the new revamped gameplay for Bullet Time Agent on #VRChat SDK3, showing off some of the things you'll do outside combat!
your time weapon now has a cooldown system which can be upgraded using Time Essence you find by exploring the world! #madewithunity #vr
direct vid version since twitter compression sucks on discord XD
https://cdn.discordapp.com/attachments/738789466386464831/987392111257198723/BTA_Gameplay_reveal.mp4
turn twitter in the url into fxtwitter it fixes compression and playback issues (as far as twitter quality goes)
looks amazing btw
this is public now !! woo
it's vxtwitter now.
PIRATE?!? This is so dope!
Reminds me of SOT
A small demo with sword skills, like in sao, but it doesn't look very good without vr. Skills are activated at a certain position of the sword, for example, if the sword is over the shoulder, then the "impulse" is activated.
simple turbine graph that makes you fly up when you walk into the trigger collider
Very good example!
yus ty
As a tip: Its perfectly fine to decompose a vector into its components and then construct another one from those (modified) components.
However an alternative is to add Vector3.up (or any other normalized vector) mutliplied by some scalar, which should be
i mean yeah
but it still works right?
thats all that matters
its not that bad anyway
No, but with your current setup you can only make the player fly upwards, however if you use the forward/normal vector of the turbine, then you can make them fly in the direction the turbine is facing, no matter which direction its facing (under the assumption that the forward vector of the transform actually is the direction the turbine faces, which can be accounted for with a child transform if its not).
For reference, that would be something like this:
You'd want to multiply the upward thrust result by the transform rotation to get the final velocity modifier value based on the direction of the turbine.
Or just transform.forward or transform.up... (as I said, depending on the base orientation of the turbine transform)
Right
wait, I did use the right node right?
Well yeah, but this still doesnt respect the rotation of the turbine.
Ohh actually youre right
I hate the graphs way of telling you which node it is 🙃
Wait i missread it lmao no bush is right
yay!
the font is too small damnit
the tiny details are easy to miss with graph XD
b
c
TonboBattlefield Classic (01) is now updated with overhauled system!
https://twitter.com/LefTonbo/status/1540281588801425408
TonboBattlefield Classic is now updated with system overhaul!
#TonboBattlefield #VRC_TBFClassic #VRChat_World紹介 #MadeWithUdon
https://t.co/lKU57zYtTC
d
You’re the MVP. Thank you for your service.
It's my first time making a VRC world, so I'm happy with how this ball turned out :)
(using Udon + shader + animations to create the VFX)
If anyone wants to add gliding with their hands, I uploaded a simple asset here (requires UdonSharp):
https://puppet.booth.pm/items/3968790
It kinda works like in ZenithVR (where I got inspired from). You just spread out your arms (like a T-pose) and use your hands to go up and down.
I try to account for variable avatar heights too with the script by simple checking the distances between the bones of the right and left hand.
IMPORTANT: Requires UdonSharp All you have to do is drop the prefab into the scene. Simply stretch out your hands mid-air to start gliding (or hold spacebar in desktop). Feel free to contact me if you have any issues: https://twitter.com/PuppetVR
while I approve of your image choices, you probably should add a video of it working
in your booth page
I might do that later, yeah.
Gliding for dominance
Messing around with PBR and some other stuff. A long ways to go
My 3070ti was struggling D:
is this a mix between udon and HLSL?
Its seriously really cool. I'd put it on github. theres also a shader channel here you could post this
oh I didn't realize there was a shader channel ^^' oops
did you bake the lighting? I bet that's most of the performance issues
progress on my next adventure world. Been learning how to use navmesh in sdk3 with some basic state machine logic 🙂
https://twitter.com/LakuzaVR/status/1542906746389385221?s=20&t=noIOzdvqAt_hSLb9NMQ6IA
A sneak peak at the new environment I made + new enemy reveal🙌
Meet the Shocker, a support class that shines with a group. With these I'm adding a new damage type, stun, which locks you in place & drops your weapon. Bad news when trying to dodge a barrage of bullets!😱#VRChat
oh no... you are making that scanner but for vrchat... im both scared but also excited to see what you do with it
((oops gonna reupload))
ooop lol
now it will just be me mysteriously talking about something before you uploaded it
time traveller status
while you certainly should update the model at some point, I think it would be pretty great if you made it possible to still find and use the banana scanner
That looks great.
Not entirely sure how that game does it, but you could gradually replace the particles/cubes with one mesh when the player is out of sight,
doesn't matter if it isn't accurate to what was scanned, the player will either not go back (and it would look fine from afar) and/or remember how they scanned.
project metro is going good
Impressive! Is the train scripted?
this
does that by any chance have multi-rail drifting?
na buddy
i cant script yet plus im getting the red arrow skin for that model of train
if anyone can help me script the train to move uder own power than thats upto you guys
made it impossible to move around while scanning to encourage not spamming the scanner + create more effects like these
I am at this point really interested and excited for your project, banana scanner and all
there will be a banana scanna
they put lidar in vrchat already?
soviet style train car
Looks a bit like Scanner Sombre
That was the main inspiration! hehe
It's mentioned in the world description
Oh cool
I never finished it but it was very fun while I played it
If a bit scary at times
For anyone who wants to simply add climbing/gliding and swimming into their world, I made a prefab which would work fine for most cases with udon : https://github.com/VoHeLi/Udon-CGS
A fun little prop that I made for my friend's Karaoke world. A smashable guitar! The effect is fully networked. Once activated, low-velocity hits will play bonk sounds, but if you whip the guitar into any collider and breach the velocity threshold, KABAM!
Nice work, could you please add a license though?
New world for PC/Quest. Explore the canyon (swimming and climbing enabled), ride the hoverboards in the tubes, walk the tightrope. A hidden cave is above the portals. Water features are turned off for Quest temporarily (incompatible water shader). Will fix this as soon as I find an alternative. Enjoy https://vrchat.com/home/launch?worldId=wrld_115c296c-ba9c-43ce-9dd5-f1065b9a2602
Man I like your setup, is there a way to mix in the gliding from https://booth.pm/ja/items/3968790 into yours?
IMPORTANT: Requires UdonSharp All you have to do is drop the prefab into the scene. Simply stretch out your hands mid-air to start gliding (or hold spacebar in desktop). Feel free to contact me if you have any issues: https://twitter.com/PuppetVR
@scenic schooner I'll see next week when I will have some free time
Man I'd love you forever, I've been working on a parkour world and love puppets glide stuff,
I really love that more locomotive prefabs are out now- so much stuff you can do with these
I'll also add climbing working for moving platforms I think it should not be that hard
Why I am so stupid sometimes
If you work real hard, and every waking programming, you can feel stupid all the time!
this sounds so good
(like the occlusion- its neat)
I want to show you guys this. https://booth.pm/zh-cn/items/3977413
so i can just throw these into a world and it works?
Sure, no problem
why
big pizza :)
I don't think I like fractal pizza
Fractal pizza lmao
C O N S U M E
That pizza cutter game is fun
I love high effort shitposts
Like the expansion of the universe, the size of this pizza is unknown. Theres only the "observable pie"
Can we get virtually forklift certified?
[WIP] Project fairy Also this is still VRChat.
I've been wanting to see something like this in VRC ever since I first found out about the scanner gamemode for Gmod. Is it networked? Would be so sick.
This is outstanding
Agreed, that is very impressive.
I assume it doesn't work as well in VR, but for desktop it may as well not be VRChat.
Why do I feel like I saw that somewhere?
It's a very iconic American arcade game~
Did you even add the feature that even if you hit it perfectly on time it has a high chance to “kick” you off and say you missed barely?
Haha, sort of the opposite almost - it has a "buffer" which makes it easier to hit, so it can accept either exactly the right spot, or |n+1| around it
lol
you did the game wrong these are supposed to be rigged! Tho I’m not really gonna complain
I mean it can make me potentially look better so…
haha :33 i've heard mixed reports about it - people that have the manual say it's more the system like I did, but then people like Mark Rober have said it's rigged -- maybe I'll add a "always lose" toggle to mess with people ehheheh
lol make a hidden switch on the bottom of the machine
I beg to differ; it works well in VR.
The right side is how it looks like in VR.
https://vxtwitter.com/ZZhako/status/1438085727380598784?t=HPQ1rc5oo4Arpl9B00gQiQ&s=19
I stand very much corrected.
Loop BGM system (with start-part and loop-part)
https://www.store.vket.com/ec/items/6548/detail/
BGMのループを綺麗にやってくれるUdonhttps://called-d.booth.pm/items/4005001 と同じものですUdonSharp で書いてますが Udon Assembly でもパラメータの設定が正しければ問題なく動くはず## 使用方法(2音源版)* BGMLoopManagerSeparated を付けたGameObjectを用意します* AudioSourceを3つ用意し、順に clip に イントロ部, ループ部, ループ部 として設定します* 3つの AudioSource を BGMLoopManagerSeparated の変数 Audio Source Intro, Audio Source Loop A, B に設定します(AudioSourc...
it's networked! it's already live aswell; https://vrchat.com/home/world/wrld_f7973e3c-60ed-4355-9eb2-02e2ad31ceee
it's been kind of blowing up and im glad people are enjoying it as much as I did making it ^^'
I checked it out, was sick! And favorited too, thanks for sharing!
I checked it out yesterday, it was pretty fun to explore, for some reason myself as well as everyone there had this fascination about getting to the edge of the map... lol idk either
overall, very well done
tho we did accidentally manage to find a bug that let us walk around while scanning
Yeah I'm kind of aware of that one ^^' The map no longer has an infinite edge either, and the stair no longer softlocks
lol i love this
Thank you!!!
I just published it on booth~
I just made this cool drum machine, let me know what you think. (it's a work in progress)
https://vrchat.com/home/launch?worldId=wrld_046ae4fe-ecff-41ad-b89a-694645365297
worked on the spawn area for my adventure world a bit more such as animating the logo 😁
https://twitter.com/LakuzaVR/status/1550218034387861505?s=20&t=MgnwpFisYM5I5ZF_fjUfWw
I had the urge to animate the logo for bullet time yesterday. A day and a half later, animation is done and added to the spawn lobby of the world 👀 This also forced me to finalize the logo too😁
Make sure to have the sound on for the vid too 🔊 #VRChat